USR is a very rules-lite generic role-playing game and it does what it says: it’s dead simple. There are some optional rules to make it more “advanced” but in its heart it is still a very lightweight system.
The second iteration of this game is more like a revised edition
instead of a revolutionary overhaul. The layout has changed and looks
more modern, combat rules have been modified (combat specialisms work a
bit differently) and there are some ideas for Narrative Points.
Another addition is some advice for new players. In my opinion this
something the game could have gone without, like in the original
edition, but it surely doesn’t break anything. People absolutely new to
role-playing games won’t likely stumble over such a small-press item so
I don’t see the need.
This lightweight game unfortunately comes in a heavy-weight package.
The PDF clocks in at approx. 50 MB! It looks like the author took the
content as images and made a PDF out of it. That means that you can’t
copy text either.
The new layout is fresh, modern and easy to read. There’s good
use of colors, bold strips and boxed text. The art pieces (photographs)
are a nice addition. However, many images are scaled poorly and thus
look out of proportion.
I really hope that Trollish Delver/Scott Malthouse gives this a second
look and reworks the images and the PDF rendering.
The rules are unexciting but clear and intuitive. While other games try to bring something fancy and innovative to the table USR sticks to simple and tried mechanisms which simply work. This makes the game fast to learn and quick to play.
You have 4 stats: Action, Wits, Ego & Hits. You divide an array of
d6, d8 and d10 between Action, Wits & Ego. Hits are derived from
rolling your Action and Wits trait.
Every character gets three specialisms which are tied to either
Action, Wits or Ego and round up your character. This is where the
creative freedom of character generation lies. There is no pre-definied
list but suggestions are given.
Combat specialisms are handled a bit differently in USR 2.0. There
are exactly four of them: Hand-to-Hand, Light Weapons, Medium Weapons
and Heavy Weapons. Each gives a +2 bonus for fighting and all are
based on the Action attribute.
Players will find the specialisations useful for customizing their
characters. Nonetheless, with USR being a rules-lite game, much depends
on fleshing out the character with narrative details instead of
mechanical traits.
The resolution mechanic is basic: you need to roll over a difficulty rating to score a success. Contested actions are resolved by comparing the roll of both parties. The GM can give penalties and bonuses in the form of -1 or +1 on the roll.
Combat is also quite straight-forward. Both parties roll their Action
stat and the difference reduces the Hits of the loser. Weapon and
armor may give bonuses or penalties.
Combat specialisms give the flat-out +2 bonus if applicable. With other
specialisms you need to make a task roll as one action. A success gives
you a +1 bonus on your next action.
Character Advancement and Narrative Points are optional rules. Narrative Points are “bennies”: a way for player to trade-in a game currency in order to gain an advantage.
The PDF gives an example of play and some setting packages as a
starting point. As a GM you will need to flesh out your game world
yourself though.
The default assumption is that there is no magic or superpowers. The
setting pack
Halberd
has some ideas for a “magick” system.
There is no GM section in this short pdf.
I would have liked to see a small section on how to create opposition.
On the other hand you can just devise opponents on the fly as the rules
are fairly simple. (The free setting Halberd has some suggestions if you
are interested.)
The support you get from the author and the community is pretty sweet
for an ultralite game. Most alternatives like Dime
Stories
or
Folklore
give you the core game, maybe one or two adventures and then you are
left to your own devices. Not so with USR! At the time of writing there
is a webzine, a solo adventure, a tongue-in-cheek-fantasy setting, a
mini-adventure and a cyberpunk supplement. Furthermore, there are some
other gamers who are adding material, for example a Sword & Sorcery
adaption.
The author, Scott Malthouse, has plans for other supplements as well.
More information can be found at his
patreon or the USR Google+
community.
When I check out new games I’m looking for something innovative or new.
USR doesn’t deliver that. It is not a game that got me excited at first
glance. At its core it’s very traditional in the sense that it uses a
binary task resolution, no descriptive traits or other abstract means
which became popular with the rise of games like Fate Core.
But this is also its strength: this game just works. While I like to
dabble into other lightweight forays I keep coming back to USR when I
need something reliable on the fly. It is easy to adapt and doesn’t
get into the way. I mostly use it when I have a specific setting in mind
and want to start playing right away instead of tinkering with game
rules.
With a pricetag of FREE it’s definitely worth a look if you want a solid ultralite system for your gaming needs.
Links:
USR
(aff)
Google+
community
Patreon